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#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style_properties.hpp>
using namespace mbgl;
void Painter::preparePrerender(PrerenderedTexture &texture) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Render the actual tile.
#if GL_EXT_discard_framebuffer
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
#endif
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, texture.properties.size, texture.properties.size);
}
void Painter::finishPrerender(PrerenderedTexture &/*texture*/) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
}
template <typename Properties>
void Painter::renderPrerenderedTexture(PrerenderedTexture &texture, const Properties &properties) {
const int buffer = texture.properties.buffer * 4096.0f;
// draw the texture on a quad
useProgram(rasterShader->program);
rasterShader->setMatrix(matrix);
rasterShader->setOpacity(1);
glDepthRange(strata, 1.0f);
glActiveTexture(GL_TEXTURE0);
rasterShader->setImage(0);
rasterShader->setBuffer(buffer);
rasterShader->setOpacity(properties.opacity);
texture.bindTexture();
coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
}
template void Painter::renderPrerenderedTexture(PrerenderedTexture &, const FillProperties &);
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